github SpecialKO/SpecialK SK_24_5_2

latest releases: SK_26_3_17_4, SK_26_3_15, SK_25_12_2_5...
22 months ago

NVIDIA Streamline Compatibility

It is no longer necessary to delete sl.interposer.dll for Streamline compatibility
It is possible to use scRGB HDR in DLSS Frame Generation games now

DirectStorage Features

DirectStorage Control Panel section indicates what, if any, features a game actually uses
GPU Decompression can be forced off to improve performance on low-end GPUs or high-end CPUs
Telemetry built-in to DirectStorage (yes, this really is a thing) can be forced off

DLSS Features

DLSS Control Panel section to configure Preset, Resolution Scaling and Sharpening overrides
DLSS Active Resolution, Preset and Frame Generation status added to text OSD
Alternate DLSS versions can be loaded from a shared location without replacing game files

Latency / Framepacing Features

Latency Widget (NVIDIA) overhauled to include GPU/CPU Busy and CPU/GPU-bound indicators
Frametime graph can be configured to measure intervals using Start-of-Frame or End-of-Frame
New "DLSS-G Pacing" limiter mode enables framerate limits in Framegen without adding latency
AutoVRR mode has been enhanced to control NVIDIA Reflex based on user's latency preferences
Latent Sync auto-bias dynamically adjusts latency reduction as much as possible without tearing
Effective VRR Display Refresh Rate added to OSD / Control Panel for NVIDIA users
Resizable BAR configuration added to Display Menu (NIVIDA)

HDR Features

Auto-detect when games switch from SDR to HDR and disable SK's own HDR when applicable
Configurable Content EOTF (i.e. Linear, sRGB, 2.2, 2.4, Custom) for Inverse Tonemapping
HDR10 is now available as an alternative to scRGB for games that glitch in FP16 color
Improved HDR remaster compatibility by offering 16-bpc UNORM as an alternative to FP16 color
DLSS3 Frame Generation can now be used with BOTH, SK's HDR10 and scRGB HDR modes
"Zero-Copy" mode reduces memory bandwidth usage by 1/2 in native DXGI Flip Model games
GPU-side image processing time added to HDR widget to measure GPU overhead
AVIF Screenshot Support and Configurable Encoding Quality for AVIF / JPEG-XR
Advanced ReShade (6.0+) integration allows post-processing before SK does Tonemapping
Improved Perceptual Boost with new Color Intensity setting

Input Features

Add Support for DualSense Edge in some games that only support DualSense
Native support for DualShock 3/4 and DualSense (USB and Bluetooth) controllers
"XInput Mode" enables PlayStation controllers in games that only support Xbox controllers
Configurable Battery Level indicator warns before a PlayStation controller's battery dies
DualSense Edge users can map left/right paddles and function buttons to keyboard
DualShock4 and DualSense (Edge) users can map trackpad click to keyboard
Wireless PlayStation controllers can be turned off by pressing PlayStation + Triangle
Individual gamepad input APIs can be blocked to prevent games from displaying wrong input icons
Blocking keyboard input to games will no longer prevent using ReShade and Steam overlays or Alt+F4
Added Chorded input functionality using PlayStation / Guide Button + Some Other Button
Improved compatibility with Steam Input

OpenGL Features

Automatically upgrade games color buffers to 10-bpc unless they use sRGB gamma
Automatically upgrade games depth/stencil buffers to 24-bit and 8-bit respectively
Eliminated 1 extra framebuffer BltCopy during OpenGL/DXGI interop if HDR is used
OpenGL's Debug Output extension (and necessary debug context) can be turned on in any game
Workaround AMD driver bugs that try to enable AMD's OpenGL/DXGI interop in non-OpenGL games

Display Management Features

Active Refresh Rate Indicator for VRR displays (NVIDIA-only)
"Fake Fullscreen" allows windowed native HDR in games that need Fullscreen Exclusive (NVIDIA-only)
Screensaver is automatically disabled when playing Borderless Fullscreen games using a gamepad

Audio Features

Audio output can be redirected to a different device while games are running
Display devices can pair with audio devices; automatic redirection when games change displays
DualSense Mute button can be used to Mute / Unmute game audio

Plug-In Features

New ReShade 6.0+ AddOn API allows hot-loading ReShade in an already running game using a keybind
When loaded as a Plug-In, ReShade loads Shaders and Textures from a shared location in all games

UI Features

New Notification (Toast) System replaces old Warning / Errors with user-configurable Notifications
ImGui codebase updated after 5 years in order to use ImPlot for some of SK's new advanced graphs
Current frame number added as an optional text OSD stat for video sync and speed run validation
Control Panel can be accessed using the Xbox or PlayStation buttons on gamepads

Steam Features

Implemented Achievement Unlock Icons for Achievement Popups in D3D12 games
"Continue Rendering" now supports background gamepad input in Steam Input games
SteamAPI Integration can be turned off in the Control Panel instead of manual INI edits
Steam Overlay can be disabled using SK's Control Panel, independent from the client's setting
Valve Plug XInput DLL offers a full-kill for all Steam input device manipulation (see GitHub)

Epic Features

Implemented Achievement Popups for Epic Game Store Games

Texture Injection Features

Added Support for D3D11 Typeless Textures (by appending _TYPELESS to the filename)
Removed BC6H (HDR) and BC7 textures from "Generate Mipmaps" because compressing them is VERY slow
Notification counting textures found at startup helps quickly indicate correct texture mod setup

SKIF Features

Profile directory names use SKIF's display name instead of <game.exe> for non-Steam/Epic games
Optional XInput DLL adds native PlayStation support and allows SKIF to power-off idle gamepads

DRM Features (?)

Universal CAPCOM anti-tamper workaround for all CAPCOM games published since 2016

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